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Following is the English translation of e-mail
I sent to participants in August of 1999. Though hard to believe,
all these events actually happened to me.
Visit "Puzzle Bobble" section of
Compjoetania TNG page for their side of story. You'll learn the
fact David began developing his game BEFORE
Pa bastard came and messed up his job. Simply
summarized, thing like "Kumoko and Yumeko"
project never existed!
1.
First and foremost, I would like to give
an announcement.
Development of "Kumoko and Yumeko"
is over. There is no possibility of continuition.
This decision was at all caused by lies and
disturbing intervention of Patriek Lesparre
(hereafter "Pa"), an MSX user of
rarely seen evil disposition.
I hereby would like to confess what has took
place so far.
1-a.
It was as early as January of 1997 when Pa,
the MSX user whose residence is in the Netherlands,
mailed me that he was developing a game called
Kumoko and Yumeko and thus requested me to
introduce Japanese GFXers.
The condition then was that Kumoko and Yumeko
would be released in April of 1997. I, who
received promo version (whose game part was
identical to the promos you received) then
made an error to accept offer of he, whom
I could not speculate his excessive tendency
to lie which I found out later.
Forgive me that I never expressed the fact
that the game called Puzzle Bobble, of which
the Kumoko and Yumeko was its mimic to be,
was completely against my liking. But, he
then managed to deceived me with promising
proposal that once I send GFXes he would
prepare every other elements of the game
including parts graphics, music and scenario.
Honestly speaking, there were several proofs
which should have made me doubt whether he
was actually developing the game.
One such example was evident when I told
him Shiroto M's reply to me that Shiroto
M was not able to draw with so few information,
but then Pa rejected to design characters
by himself at all. However, I, who was not
conscious that I was deceived, made an error
to design characters by myself.
As you know, I, who cannot draw at all, experienced
terrible pain during the process.
Among the sources I gave you, only following;
outline of opening demo, name of the world
("Yumetairiku"), existence of dreamcreatures,
names "Kumoko" and "Yumeko"
and the fact that they are twins, are the
fraction that Pa devised by himself. Everything
else, including clothing, outlooks and idea
of insectoid "clans" were to my
own invention.
Note Yumeousama and Yumemashougun are 100%
my creations.
I have informed Shiroto M (whom I have asked
for job in February of 1997) and Koba (March
of 1997) exactly what Pa said - that April
1997 was deadline, and I have let you two
go through real painful process which continued
until late night before day of the MSX fair
at that time. Shiroto M also sent me detailed
script for his demo.
However, Pa never gave data made by these
two artists to anyone else beside himself.
Development of the game did not complete
at all. Pa shamelessly excused "programmer
did not catch up", and pleased me by
bluffing that he demonstrated GFX in the
fair, a bluff that I deliberately can tell
as lie when I reflect now. Furthermore, he
tried to evade the accusation by stating
"the game would complete within a few
weeks" - the statement that I myself
should be accused for believing.
Since then, I complained several times for
his attitude of not even trying to make opening
demo, but Pa kept evading responsibility
by totally lying "I gave programmer
the data, but he is not going to code it."
In October 1997, he said "we have made
a little advancement" and sent me a
so-called "promo" which had unfamiliar
screen that had nothing to do with the title
screen which Shiroto M made, and with unfamiliar
title "PUZZEL BOBBEL". In another
word, the "promo" then contained
absolutely no GFXes that Shiroto M and Koba
made. So humiliated and crossed, I accused
Pa the reason, but he answered by lying "I
do not know why the programmer chose this
picture." I later found Pa did not tell
the coder even about existence of title GFX
that Shiroto M made.
Pa was cunning enough to let me promise to
keep Kumoko and Yumeko matters hidden. I
remember I have asked Shiroto M and Koba
to keep conspiracy too. This was why the
fact their GFXers were already available
was covered from other developers, thus none
of them (including me) could not notice such
outstanding lies of him.
Later, around February 1998, Marius, friend
of Pa and the real original author of Kumoko
and Yumeko, sent me an e-mail that stated
he was waiting for the day he would have
a version with GFX. After reading his message
and exchanging conversations with him several
times, I noticed what Pa had been insisting
and recognition and Marius were totally dissimilar.
What astounded me was that Pa was telling
Marius that GFXes were still not ready and
that release of Kumoko and Yumeko was expected
to be soon.
I, who already felt disbelief toward Pa who
insisted that the game would be released
in April of 1997 but apparently did nothing
to GFX and data that had been ready for one
year since then, demanded him to complete
the game immediately. However, Pa blamed
lameness of David for cause of delay, Pa
made absolutely no attempt to develop, and
moreover did not try to decide minimum necessary
subjects like configuration of stages and
the game story.
Moreover, David informed me that he seldom
received any report from Pa.
I consulted all these newfound facts with
Marius, then he replied "Pa is not doing
anything. He is just telling others to work
and is insisting he is the leader. If I fire
him, probably game would be developed."
I accused Pa more harshly, and finally he
admitted that he did not give opening demo
sources to David.
Pa forced deadline of April of 1997, let
me and you toil until last minute before
the fair, and then he continued to lie that
"the programmer was lazy so game is
not being developed" for one year. I
do not think anyone can make funnier joke.
It was natural that I had to design characters
and world outline myself. Pa was not capable
to give any instruction from the beginning.
I, who realized that how much I give sources
to this liar, he will never pass them to
the programmer, and thus there is no possibility
that Kumoko and Yumeko would be completed,
immediately expressed him "you're fired".
Panicked Pa lied that "I gave David
the sources right now!", but I, who
already had direct contact with David, noticed
he lied.
As Koba, whom I informed then might know,
at this point I gave all data to Syntax and
proposed idea of mini-sized game development
and other options. To think of it from now,
it could have been best solution. But I then
canceled my offer despite Imahi of Syntax
was eager to accept. I canceled because,
though it might sound foolish, I did not
want to expose rottenness of non-Japanese
users to Japanese eyes (the prevention that
I'm not considering a bit now).
1-b.
As I have previously described, I, who was
told to keep conspiracy up until then, realized
that purpose of conspiracy was to avoid David
and Marius from noticing the fact that GFXes
already exist, so I erected a website dedicated
to Kumoko and Yumeko, and exposed everything
that happened so far including Shiroto M's
opening demo which I have reproduced by GIF
images I hand-crafted, and also still GFXes.
Also, while it was only two weeks before
the nearest fair, I asked David to opening
demo and he completed except a few irregularities,
and he made a disk which includes opening
demo and promo game. That was the disk I
gave to you.
I thus made all the facts known, and development
began newly, with me in the center.
However, to reflect from now, I should have
noticed that possibility of completion was
zero even if without Pa.
Think; David was nothing more than a "hired"
programmer. He too used to believe Pa's lie,
"Takamichi is supposed to provide all
GFX but he is not doing his job."
Promo version made in 1998 did not have Shiroto
M's title, but instead had a simple sketch
did by Koba (and that I scanned and sent
to Pa merely as reference). I queried David
for reason, then he replied "Pa gave
me one saying this is the title of Kumoko
and Yumeko". Pa was not a simple lazybone;
he had been cunningly, INTENTIONALLY disseminating
intricate lies.
To think of it now, it was natural that David
resorted from development soon later, after
having learned the lie about title, plus
the truth that there was not and never was
anyone supposed to draw parts, make music,
design screen layout, nor even to design
system.
And more horrendous event followed.
Pa, who didn't realize he was fired at all,
began spreading hair-raising lies that "Leader
of Kumoko and Yumeko project is me. David
and Marius are totally loyal under my command."
to masses, and unbelievably, some of the
listeners believed him. Needless to say,
Pa never gave any actual instruction to David
or Marius since. I heard, he recruited "musicians"
by his own, and then did not care to give
any information to them.
Stupidity of non-Japanese MSX users struck
me open-mouthed, but I believed that if after
seeing my devotion to development maybe David
would understand my commitment - an idea
you'll soon find out of its hollowness if
you ponder for a moment - and I continued
to develop Kumoko and Yumeko further.
As I have previously described, the system
of Kumoko and Yumeko was, a system I had
no interest in (more directly, the game I
did not want to play).
However, I could not decrease effort of Koba
and Shiroto M to nil. I really did not want
to, so I have composed world outline, stage
configurations, participating characters,
stories... as far as my efforts could reach.
I have requested GAU for GFX in May of 1998;
Kamei in July, and Ueno Masahiro in August.
Also, Hoshino Picasso had been assisting
me with illustration and as an advisor since
August of 1998.
You have gladly accepted my offer, making
the flow of development look steady (though
anything other than GFX was not developed
in reality). Kumoko and Yumeko also appeared
in MSX-SEED, the MSX fanzine active at that
time.
But, in October of 1998, the time had arrived
for me to give up at last.
It began with a forceful word from a Dutch
MSX user, "You put up with Pa right
now!".
The incident meant that someone could seriously
believe lies that Pa was spreading.
Non-Japanese MSX users were believing Pa
who was not toiling whatsoever and whose
talent was limited to lying and disturbing
someone else's work, instead of I who was
continuing to develop a game I did not like
in order to pay responsibility for you who
drew GFX with your all laboring pain...
The recognition completely sent my mental
into disorder.
I have snipped most of relation with Dutch
users that I concentrated all my economical
and chronological effort into, and I also
edited HTML documents to close down whole
my websites so I could retire from all of
my MSX activities. Not only that; I considered
to pay responsibility for my failure to keep
my duty to you, by the act stronger than
retirement from MSX activities.
I do not care to explain what "the act
stronger than retirement from MSX" means.
If I give you the clue that it is the action
which Japanese people generally tend to conduct
when they have to condemn their own serious
failure, you shall understand.
I have requested Maarten, an old acquaintance
of mine since 1997, to survey the truth behind
the scenes.
His survey proved that demands of Pa were;
1. I am still the leader of Kumoko and Yumeko
development.
2. Since I am a leader who asks others for
work, the fact I am not doing anything doesn't
matter.
...(bursting laughter).
I, who was ultimately shocked by demands
of the fool who kept blabbering "David
and Marius are loyal to me, only they don't
express so! Takamichi should be loyal to
me too!", then was fatally knocked down
upon hearing following comment from Maarten.
"In short, he nor Marius want to build
Kumoko and Yumeko by themselves, but they
simply want to see others build one."
At last, I realized that I was being "utilized"
to build the game.
Pa was looking from side, fully expecting,
when I was frantically building the game
world just to pay my pledge.
This realization sapped any will to develop
from me, but more strongly, I noticed even
if I "retire MSX" or "pay
responsibility by the act stronger than retirement",
my such act would simply mean betrayal to
you who drew GFX.
Entrenched in deadend, I spent several months
drenched in hopelessness, slinking away from
almost all of MSX activities.
2.
However, when Ueno Masahiro sent me his GFX
in February 1999, I firmly decided.
I should develop completely another game
and show your works to public.
Instantly, idea of card game system used
in Bakemon kara Dioxine the game distributed
by Imori Production (http://www02.so-net.ne.jp/~ubukawa/index.html), struck me.
I, who was already worrying about the fact
that "Kumoko" and "Yumeko"
were hardly worth being called central characters
- examples of such "nominal central
characters" include Bakabon in Tensai
Bakabon or Misumaru Yurika (my sincerest
apology if any of you is her fan) in Kido
Senkan Nadesico -, sent them to past, and
decided to treat that they are linked to
other characters through time and space.
Moreover, in order to avoid Pa to demand
copyright and also because mere mention of
Kumoko-and-Yumeko-related names already could
chill my spines, I changed names of characters
to "the Grappler", "the Keeper",
"the Fairyking" and "Marquis
de Hentai", and not only that, I have
flipped positions completely so the fairyking
will be enemy boss and Marquis de Hentai
will be a central character of virtue. I
also changed title of the game to "Hypnotic
City".
I wasted no minute to port Bakemon system
(note I have proper permission from Imori
Production) to MSX through simple BASIC programming,
and after about one month I completed one,
which I enhanced with strategic enemy algorithm
and character-dependent abilities.
Then I faced the question; how to express
stories and character insights?
Though numerous GFXes were available, they
alone could hardly comprise the ultra-illogical
Fairyland that I devised.
You probably agree that I could not trouble
you, whom I have so humilated by my errors,
any longer.
After being stuck in doldrums, H-man (http://www.netfarm.ne.jp/~ainosato/) that won fanatical praise from several
MSX users, emerged in my mind.
I was inspired, "This... will be stupendous...
especially if accompanied 100% by English
translation!" and wasted no time to
begin creating one.
About three months have passed since, and
about 210 scenes of serials are almost complete
except the ending.
Also, about GFX, Kamei and Picasso have agreed
my earlier proposal, and even those who are
not MSX users agreed to collaborate me.
As the point of fact, I myself had been practicing
for longer than one year so far, by sketching
people in train carriages (even now I always
draw when I get on train), watched any animes
I could view, and even bought a scanner and
a tablet, so I can manage the drawings myself
instead of troubling you. Though my works
are truly at infancy compared to you who
are proud of your long careers, I shall include
them in final product.
(I drew "Imperial Creature" picture
I gave you earlier by myself.)
About actual MSX coding, Maarten, whom I
exchange mails daily with, has chief authority;
he made promos several times as reactions
to my selfish demands.
Jorrith Schaap, chief redactor of "Future
Disk", the unworldly disk magazine,
is in charge of music. Currently, only (non-Japanese)
Moonsound tunes are available at this point,
but he shall compose FM music later.
At this point, the card game I firstly made
(still badly balanced and text-only yet)
and demo part which is comprised of GFX and
text art are completely segregated, so you
should play them separately. Worse, nothing
is done to opening demo by Shiroto M, and
I still have not decided which part the anime
demo done by Koba would fit in.
However, I am determined to concatenate them
fully and then release it as "freeware"
worldwide within October of 1999.
If any of you feel necessity of righteous
payment, do not hesitate to ask me. I then
shall pay out of my own finance.
3.
I know even if I manage to complete an alternative
game, it does not replace the fact that I
failed to fulfill my initial promise with
you.
I am also ready for your fury on the complex
and surreal story that made huge leap from
initial form, and I should apologize for
character traits that do not even resemble
their original.
However, I am at least proud that I am a
philosophy graduate from literature major
of XXXXda university (wry smile). My story,
which is based on animes and games I studied
by every means plus ideas taken from Homers
epics and Shakespeare, though looks purely
idiotic at first sight, but philosophical
arguments like "mass vs individual"
or "preciousness of true friends"
penetrate all through it.
For your notice, I am considering release
of novel version.
In order to pay the pledge to you who trusted
such a humbug like me, I had been lingering
for more than two years locked in a gap between
barriers called language.
Especially during past six months, I have
cut my sleeping hours to 4 per day, and spent,
and still am spending all living days to
work, plan, negotiate and to practice drawing.
Previous two years of MSX amateur world were
filled with betrayals and lies. I would choose
to die rather than to become a spoiled wretch
who lets someone to labor then casually excuses
"I-could-not, I-asked-but-they-did-not".
It will be to my utmost pleasure if you shall
take my such humble determination granted.